Sylvermynx wrote: »I don't want my overland any more difficult than it is right now. I'm older, my reflexes for this game's type of combat aren't good at all, I don't care about mechanics in combat - so optional is the word you're leaving out.
I'd be happy with an optional vet overland instance or toggle for same. But if current difficulty gets ramped up at all, it will effectively exclude me from playing.
I'm sure you'll be okay with that, but of course I'll be pretty upset....
treadwyckb14a_ESO wrote: »I have strong doubts about a toggle being feasible; how do you account for two players in the same zone playing at different difficulty settings and potentially fighting the same mob? I don't think you can. I'm also skeptical about zoning as it divides the playerbase.
I'd be for Vet overland IF there were better and unique rewards. But for people want harder fights I think they forget they don't have to allocate CP and wear gold BIS gear.....want harder overland ??? Take off your CP and wear white non set gear if you want.
But they had time to implement a Magic the gathering game which is a system last I checked.
I'd be for Vet overland IF there were better and unique rewards. But for people want harder fights I think they forget they don't have to allocate CP and wear gold BIS gear.....want harder overland ??? Take off your CP and wear white non set gear if you want.
I'd be for Vet overland IF there were better and unique rewards. But for people want harder fights I think they forget they don't have to allocate CP and wear gold BIS gear.....want harder overland ??? Take off your CP and wear white non set gear if you want.
I have run new chars from 1-50 no cp in store gear. The mobs are laughably easy.
treadwyckb14a_ESO wrote: »I don't think most people want anybody to feel excluded from the game but at the same time, I think a lot of people understand there's rarely an answer that will make everybody happy. On one hand, you get your wish and you're happy but people like me aren't and leave. On the other...just the reverse.
treadwyckb14a_ESO wrote: »I have strong doubts about a toggle being feasible; how do you account for two players in the same zone playing at different difficulty settings and potentially fighting the same mob? I don't think you can. I'm also skeptical about zoning as it divides the playerbase.
I just hope that pvp performance will get back to what it once was - a lot of those wanting vet overland will then be back in cyrodill and be busy there - and overland can just stay as it is. Ask yourself this - will you still care about overland like you do now, if Cryodiil would provide a rather fluent game play and you would find a real challenge there in a mass battle?
Sylvermynx wrote: »I just hope that pvp performance will get back to what it once was - a lot of those wanting vet overland will then be back in cyrodill and be busy there - and overland can just stay as it is. Ask yourself this - will you still care about overland like you do now, if Cryodiil would provide a rather fluent game play and you would find a real challenge there in a mass battle?
I believe that with many of the posters wanting harder overland, they've said in some posts over all these pages that they also want to do the questlines as well as pvp and the already available vet content - but that because overland is "dead easy" they don't get to enjoy the quests.
Sylvermynx wrote: »I just hope that pvp performance will get back to what it once was - a lot of those wanting vet overland will then be back in cyrodill and be busy there - and overland can just stay as it is. Ask yourself this - will you still care about overland like you do now, if Cryodiil would provide a rather fluent game play and you would find a real challenge there in a mass battle?
I believe that with many of the posters wanting harder overland, they've said in some posts over all these pages that they also want to do the questlines as well as pvp and the already available vet content - but that because overland is "dead easy" they don't get to enjoy the quests.
I understand this - but these guy are playing rather quickly - they get through a zone in a week or two - basically never to return. All the effort to implement something, what will basically just be good for a week or two per zone - stuff what takes months to make and even longer if there has to be a vet version as well - time which could go into other systems, which might benefit them (and potentially us as well) more - I just ask, is it really worth it, because this will be a permanent additional effort for ZOS and eventually reduce the amount of content we get even more, because it is more time consuming to make these zones.
BlackArgonian wrote: »Me and my wife came to a consensus on a simple solution for making the content feel more meaningful.
All we need is a buff on quest bosses and world dungeon bosses (not group dungeons and not public dungeons) that lasts anywhere from 30 to 60 seconds, the either significantly reduces damage taken by the bosses (99%?), or makes them unable to drop below 1 HP. This way they can do dialogue, some flashy moves, and maybe even kill you if your build is subpar.
You spent all of Deshaan chasing Vox and kill her like some random netch 🤣
spartaxoxo wrote: »Except the majority of players like the current difficulty. So if the solution is about minimizing the number of unhappy people, a solution that forces itself on everyone is literally the worst for minimizing impact. It has inherently the largest impact of all the solutions.
BlackArgonian wrote: »Me and my wife came to a consensus on a simple solution for making the content feel more meaningful.
All we need is a buff on quest bosses and world dungeon bosses (not group dungeons and not public dungeons) that lasts anywhere from 30 to 60 seconds, the either significantly reduces damage taken by the bosses (99%?), or makes them unable to drop below 1 HP. This way they can do dialogue, some flashy moves, and maybe even kill you if your build is subpar.
You spent all of Deshaan chasing Vox and kill her like some random netch 🤣
damage sponges - oh my, what an idea - people don't like spongy enemies.
BlackArgonian wrote: »Me and my wife came to a consensus on a simple solution for making the content feel more meaningful.
All we need is a buff on quest bosses and world dungeon bosses (not group dungeons and not public dungeons) that lasts anywhere from 30 to 60 seconds, the either significantly reduces damage taken by the bosses (99%?), or makes them unable to drop below 1 HP. This way they can do dialogue, some flashy moves, and maybe even kill you if your build is subpar.
You spent all of Deshaan chasing Vox and kill her like some random netch 🤣
damage sponges - oh my, what an idea - people don't like spongy enemies.
That's why I never feel content with just "self nerfing." An incapable enemy who spends the fight fiddling away their time isn't threatening if made to last longer, just more of a chore. They need to live long enough to do things, sure, but those things need to be impactful, hence why I say many of their time-wasting abilities are what need to be addressed, mob and boss alike.
Sylvermynx wrote: »Uh.... I don't think a game can be programmed to work around latency - and even if it could.... that might be a very expensive proposition, when funds need to be allocated Elsweyr.... (sorry, couldn't resist....)
Again - if "harder overland" happens, I will try it. Considering how much even everyone else's "easy overland" causes me problems I don't expect a great outcome. Since what I love is questing, if I'm "erased" because I can't manage the content, I'll be very very sad.
But I've dealt with a LOT of sad in my 74 years so.... I expect I'd get over it. If nothing else I'll still be playing Skyrim and Oblivion - unless microsoft screws that up somehow.
Sylvermynx wrote: »Well, unless they just stuff "ping" into various "levels" (good ping == 20-80; marginal ping == 100-300; horrible ping == anything over 300), the algorithm would seem to need factoring for each player's situational issues.
Okay, so there's not 20 million players - but there's maybe 200k online over the course of the day. So they have to check each player concurrently, and then the backend has to do whatever needs doing to "refactor" so the player like me with 750+ms ping gets something more playable (like the 100-300ms player? dunno, since its a total vaporware setup in any case).
The game backend already chokes for various systems: pvp, endgame pve.... Adding something like ping calcs just seems like it's going to fry a lot of stuff.
Then again, I'm not a programmer.
treadwyckb14a_ESO wrote: »If the majority, in fact, likes the current difficulty then I expect it will stay the same. And it should. I don't know what the "majority" wants and I'm always a little skeptical of forumites who claim to know what the "majority" wants. Maybe you do. I don't know.
All I know is I've made my case as to what kind of difficulty/combat improvements I would like to see. If I'm in the minority, so be it. I don't expect ZOS to cater to the minority here. There are other games and things to do with my time.